kellergemeinde / game_towerdefense

Towerdefense Minigame
Apache License 2.0
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2D / 3D - Map concepts #117

Closed Cek4y closed 6 years ago

Cek4y commented 6 years ago

For better visualisation we need first concepts of the main map.

For technical requirements refer to the GDD please, e.g. "How many lanes does the map need".

0dr commented 6 years ago

konzept1_hand

konzept1

  1. coal mine / old n' busted elevator with minimal safety for its passenger
  2. Pipes blow out (+) a bridge goes across to allow units passing. the bridge has a wide criss cross base to "allow" the (+) to "flow" thou. a warning lamp in red could signal a imminent (+) outbreak
  3. Simple security gates, they need their own poles to support the gate (not attached to surroundings because train)
  4. Train tracks all over the board cus its an industrial plant and such.
  5. Different Pipes caged in supporting structures, doing bends and loops attaching to the (+) pipe. A large variety would allow for random pipe placement
  6. The Pipes get redirected up / downwards and lead out of the map. downside is that the topview would get blocked by too many pipes -> maybe we can have a function that allows to hide part of the map geometry if units are below
  7. The towers would be placed atop the pipe support structures, they shouldn't bee too high because the base itself is already.

thoughts / need discussion: I wonder how difficult it would be if we allow the placement of pipe / train (walls) to be randomly generated. If not, I am unsure about the placement of pipe / train walls, the perfect 50/50 feels wrong but all trains to one side / more pipes does too..

0dr commented 6 years ago

Theme: I tent more to the rusty old themed industrial plant:
img1 img2

Additional:

The map(env) doesn't have to be symmetrical, one side could be the main building with the pipes leading to it while the other has more rails and rail related buildings leading up to the main complex.

xdubx commented 6 years ago

level-1

level-2

find at https://github.com/xdubx/pictures/blob/master/level-1.png https://github.com/xdubx/pictures/blob/master/level-2.png

reference pictures: 39046458-cyberpunk-wallpapers

38719061-cyberpunk-wallpapers

69e8c9f8664e8306fd7d1a289be04f4b

4f3e1213ac675830d62d9fe084889139

xdubx commented 6 years ago

Coole Notizen

Low Poli Greifarme müssen genug vorhanden. Eine Zeit definieren wie lange die Ressource vorhanden ist damit der Kran die schnell genug herstellen kann? Timer ??

Walls sollten Radom generiert werden. Anforderung: Wenn jede Wall Points generieren soll statt den Kran. Z.B

Wenn die Wände Points spawnen soll der Kran weg! -> Alles was über dem Spielfeld ist und die Sicht verdeckt soll weg. Gebäude sind zu groß. -> Diese sollen halbdurchsichtig werden, oder nur den Ansatz reduzieren. Aufzugschacht -> Tiefe Grube in die Rohre rein laufen mit Dreck usw. Punkte Tank soll gebaut werden. (War afk....) Lichtschranke für die Barriere. Rohre laufen vom Tank dorthin. Wand Set entwickeln. Mit Verschiedenen Variationen. Jeder Artist macht sein eigenes mit der Vorlage. Wände sind so 2/3 so breit wie die Lane? Wände Größe undefiniert. Länge der Lane klären. Seitenverhältnisse mit Bildmaterial herausfinden. Lanes sollen länger sein als die Spawn Arena! Die Bezugs Größen müssen geklärt.

0dr commented 6 years ago

As I see it what is left to do:

relations

The top most matches my suggestions. 2nd - 4th:

Cek4y commented 6 years ago

Great work!

Until the planned game prototype is done and working, we should freeze this to not waste any work.

But so far it's a go on all aspects.

ulfgebhardt commented 6 years ago

@Cek4y Review und Doku bitte

Cek4y commented 6 years ago

Done, moving to 3D phase